stratford wrote:
This tribunal gets way too many NPCs that are entirely too powerful compared to the rest of the tribunals.
Towering zombie barb NPCs, a plethora of sorcerors who can summon and charm priests, three huge HP-pool tanks, the ability to run around with groups full of wraiths via necromancers, rifts via hellions to any stones they want, and god knows what else.
Aphrominas, Ghazzhazz and etc, need to be taken out or changed to undead. There are full groups which go up against one of those and still take 4+ rounds to bring one down. That doesn't even take into consideration all three up front in Black Hand war parties.
I really don't want to hear some lame excuse about how Black Hand is at war with everyone and therefore needs to have more powerful guards. That's a political decison not a game mechanic one.
They also have a Moot that is virtually impenetrable.
Compare this to the Keepers/Guardians who get ONE nice tanking NPC (Hulking/elemental) and the talons who get ONE (Balacha) as well. Same with MC and their giant legionnaire.
So please, someone explain to me why it is that this tribunal gets so much more versatility and power than any other in the game?
This tribunal should be balanced and fixed, clearly it's broken right now.
Wow this seems to me like its a very hastily created rage post. Did you just get owned by the CoN?